D&D 5E Necromancer Management :) Please help :)

So :) I would like to play as a Necromancer :) A Necromancer who will eventually be able to raise 168 skeletons from . . . wherever :) The thing is, that's a lot of dice rolls and a lot of stats to keep track of :)

So :) Has anyone got any idea as to how I could better manage this without making it too boring for other players? :) Maybe some way I could set up Macros on my phone to emulate mass Dice rolling or maybe some software that I could use to keep track of skeleton stats? :) Thank You :)
 

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I'm not entirely sure but the theory is, with the right arrangment, you can raise 68 undead per hour, sleep for an hour and juggle 168 :) If you really wanted to though, you could clone yourself a bunch of times and then get them to do what your doing :) either way :) I'm going to be using Armies of Skele's :)
 

Might I suggest that the way you will handle having all those skeletons around is that your enemies will simply destroy vast swaths of them at a time, meaning you'd be better off focusing not on the quantity of the undead you control, but the quality of them.

Use some zombies or skeletons when that is all you can do, then focus upon the ghouls, ghasts, wights, or mummies that create undead will eventually give you access to.

Rather than spending numerous spell slots retaining control of vast numbers of undead each day, use only 1 or 2 slots for that and focus the rest on means of supporting or enhancing them - for example, every 3rd-level spell slot you spend to keep control of an extensive hoard of skeletons is a spell slot you can't counterspell a fireball targeting your relatively frail minions.

And if you just really have to have as many skeletons as possible and you need a way to handle that better, talk to your DM about using the mob attack rules from the DMG for them, though if I were your DM I would be strongly encouraging you not to go down this road because while it might seem cool now, it just isn't going to be, and I'd rather save you the heartbreak.
 

I was just thinking of collecting a bunch of skele corps in the Demiplane :) Gear them all up and then with arrows and get them to shoot peeps from miles away :) What would you suggest for empowerments then? :)
 

So :) I would like to play as a Necromancer :) A Necromancer who will eventually be able to raise 168 skeletons from . . . wherever :) The thing is, that's a lot of dice rolls and a lot of stats to keep track of :)

So :) Has anyone got any idea as to how I could better manage this without making it too boring for other players? :) Maybe some way I could set up Macros on my phone to emulate mass Dice rolling or maybe some software that I could use to keep track of skeleton stats? :) Thank You :)

You've identified the key strategy: roll lots of dice concurrently. Assuming that your DM is willing to let the skeletons act somewhat en masse instead of him roleplaying them all individually with their own initiatives and action declarations every round, all you really need to do to resolve attacks for N skeletons is:

(1) Roll N dice.
(2) Compute your target number by subtracting the enemy's AC from your THAC0... Ahem! I mean, by subtracting your to-hit bonus (+4) from the enemy's AC (e.g. 16, means 12 is your target number).
(3) Count up all the dice that are at or above your target number, and also keep a count of how many crits. E.g. 20 hits, two of them crits.
(4) If the attacks are at disadvantage, scoop up those dice and roll them again, and count how many of those still exceed the target number.
(5) Either take average damage if the DM allows it, or roll e.g. 22d8+40 for 20 hits, 2 crits.

It's not really any more complicated than a Fireball that hits a hundred orcs: roll 100 saves, then roll damage.

There's nothing wrong with writing a little app, or using someone else's. E.g. if you go here (http://maxwilson.github.io/RollWeb/Roll/index.html) and type in 100.12?d6+6, if will roll 100 d20s and for every 12+, it will roll d6+6 for damage and add them up (e.g. 446). It will also double damage to 2d6+6 for crits. If you click on the "Explain" button it will show you the actual rolls.

HP tracking is kind of a pain, but I can't give you generalized advice because it's DM-dependent. Some DMs might be perfectly fine with tracking skeleton HP at a giant pool of 4000 HP or whatever and just having every 40 HP of damage kill a skeleton--that's technically a little bit harsh on the Necromancer because in reality doing 10 damage to 4 separate skeletons doesn't actually take any of the skeletons out of the fight yet, but if the Necromancer is okay with it and the DM is okay with it it can work fine. I guess you could see if your DM is willing to go for that, or if he really wants you to track them separately.

A word to the wise: once you start accumulating funds and high-level spell slots, there are much better minions available than skeletons, even skeletons supercharged by the Necromancer's Undead Thrall feature. 10 Air Elementals and 50 long-term Mass Suggestion'ed ("Join my mercenary army and work for me!") + permanently Geased (for the Charm effect, so they can't attack you even if Mass Suggestion doesn't prevent them) super-Wights (thanks to Undead Thrall, both their sword and bow attacks get stronger) are tougher, more mobile, and less unwieldy than a hundred skeletons. For one thing, you don't need to babysit them every day by constantly re-casting Animate Dead on them, so you actually get to use your spell slots in conjunction with your elementals and super-Wights.

Also BTW you should definitely consider up-armoring your zombies/skeletons/wights and giving them new weapons. Scale-mailed skeletons wielding either longbows/heavy crossbows or dual short swords are where it's at. Ditto for wights. For zombies, chain mail and greatsword is a pretty cheap and effective combination.

Also, detail some minions to either Help other PCs attack, scatter caltrops around the battlefield, or throw Nets to restrain enemies.
 

Well, that's interesting. I think you'd have to sleep for 8 hours to replenish your spells (as that's a long rest in Rules As Written) I'd say if you eventually go this route (obviously not achievable at lower levels) then check out the UA mass battles rules to see if that helps.
 

Rather than spending numerous spell slots retaining control of vast numbers of undead each day, use only 1 or 2 slots for that and focus the rest on means of supporting or enhancing them - for example, every 3rd-level spell slot you spend to keep control of an extensive hoard of skeletons is a spell slot you can't counterspell a fireball targeting your relatively frail minions.

Eh. A 12th level Necromancer's skeletons have 25 HP, plus any temp HP they get from Inspiring Leader (probably +17 at that level). That means each skeleton can take two or three Fireballs to the face before going down, which is great because now you don't have to be so concerned with being close enough to Fireball anything that targets them.

Normally you try to keep your skeletons dispersed so that any given AoE only hits a few of them, but if there are 100 of them then you probably can't disperse them that much if you're in a confined area like a cave, so HP becomes more important. Hence the attraction of more tougher, permanent minions like the super-Wights, and controlled Mummy Lords, and if you know a friendly druid maybe a coven or two of Hags spamming Counterspells and Lightning Bolts of their own.
 

Eh. A 12th level Necromancer's skeletons have 25 HP, plus any temp HP they get from Inspiring Leader (probably +17 at that level). That means...
That means that you've made far more numerous assumptions about the scenario than I have. Not a very useful thing to do.

Normally you try to keep your skeletons dispersed so that any given AoE only hits a few of them, but if there are 100 of them then you probably can't disperse them that much if you're in a confined area like a cave, so HP becomes more important. Hence the attraction of more tougher, permanent minions like the super-Wights, and controlled Mummy Lords, and if you know a friendly druid maybe a coven or two of Hags spamming Counterspells and Lightning Bolts of their own.
Interesting, that. You've both dismissed my statement as if it were incorrect and agreed with it in the same post.
 


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